How to load and play sounds recorded by Audio Sound Recorder for .NET |
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Starting from version 2.0, Audio DJ Studio for .NET can be integrated with an existing instance of Audio Sound Recorder for .NET in order to reproduce sounds coming from one of the available input devices. When instancing both components inside the same form, it's highly recommended initializing Audio DJ Studio first, through a call to the InitSoundSystem method and then initializing Audio Sound Recorder through its InitRecorder method.. This integration allows the following scenarios:
In this case the recorder will not store recorded sound data and will simply pass them to the player that will have the possibility to apply DMO effects or EAX effects during playback. In order to activate this scenario you need to keep latency at its minimum so you must enable automatic latency check setting the CheckOutputDevicesLatency property to "True": it's important to note that this setting will only work when set at design-time. After the controls' initialization, you simply have to call the PlaySoundFromRecorderEx method and proceed with further player's operations as you would do after a normal PlaySound call. This recording/playback scenario can be stopped at any time calling the StopSoundFromRecorder method.
After having completed a recording session through Audio Sound Recorder for .NET, recorded sound data will remain available inside a memory buffer or, in alternative, inside a file on the hard-disk: Audio DJ Studio for .NET can obtain and load recorded sound data directly from the recorder calling the LoadSoundFromRecordingSession method. After calling this method you can proceed with further player's operations as you would do after a normal LoadSound call.
During a recording session, where Audio Sound Recorder for .NET is still storing recorded sound data inside a file on the hard-disk, Audio DJ Studio for .NET can obtain and load available sound data directly from the recorder calling the LoadSoundFromRecordingSession method. After calling this method you can proceed with further player's operations as you would do after a normal LoadSound call. It's important to note that this latest functionality is not available for sounds being stored inside a memory buffer or for sounds being saved inside a file in WAV format on the hard-disk.
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